446 lines
20 KiB
Text
446 lines
20 KiB
Text
/*
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*/
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General Polygon Tesselation
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---------------------------
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This note describes a tesselator for polygons consisting of one or
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more closed contours. It is backward-compatible with the current
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OpenGL Utilities tesselator, and is intended to replace it. Here is
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a summary of the major differences:
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- input contours can be intersecting, self-intersecting, or degenerate.
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- supports a choice of several winding rules for determining which parts
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of the polygon are on the "interior". This makes it possible to do
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CSG operations on polygons.
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- boundary extraction: instead of tesselating the polygon, returns a
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set of closed contours which separate the interior from the exterior.
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- returns the output as a small number of triangle fans and strips,
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rather than a list of independent triangles (when possible).
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- output is available as an explicit mesh (a quad-edge structure),
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in addition to the normal callback interface.
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- the algorithm used is extremely robust.
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The interface
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-------------
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The tesselator state is maintained in a "tesselator object".
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These are allocated and destroyed using
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GLUtesselator *gluNewTess( void );
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void gluDeleteTess( GLUtesselator *tess );
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Several tesselator objects may be used simultaneously.
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Inputs
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------
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The input contours are specified with the following routines:
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void gluTessBeginPolygon( GLUtesselator *tess );
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void gluTessBeginContour( GLUtesselator *tess );
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void gluTessVertex( GLUtesselator *tess, GLUcoord coords[3], void *data );
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void gluTessEndContour( GLUtesselator *tess );
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void gluTessEndPolygon( GLUtesselator *tess );
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Within each BeginPolygon/EndPolygon pair, there can be zero or more
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calls to BeginContour/EndContour. Within each contour, there are zero
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or more calls to gluTessVertex(). The vertices specify a closed
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contour (the last vertex of each contour is automatically linked to
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the first).
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"coords" give the coordinates of the vertex in 3-space. For useful
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results, all vertices should lie in some plane, since the vertices
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are projected onto a plane before tesselation. "data" is a pointer
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to a user-defined vertex structure, which typically contains other
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information such as color, texture coordinates, normal, etc. It is
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used to refer to the vertex during rendering.
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The library can be compiled in single- or double-precision; the type
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GLUcoord represents either "float" or "double" accordingly. The GLU
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version will be available in double-precision only. Compile with
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GLU_TESS_API_FLOAT defined to get the single-precision version.
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When EndPolygon is called, the tesselation algorithm determines
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which regions are interior to the given contours, according to one
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of several "winding rules" described below. The interior regions
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are then tesselated, and the output is provided as callbacks.
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Rendering Callbacks
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-------------------
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Callbacks are specified by the client using
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void gluTessCallback( GLUtesselator *tess, GLenum which, void (*fn)());
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If "fn" is NULL, any previously defined callback is discarded.
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The callbacks used to provide output are: /* which == */
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void begin( GLenum type ); /* GLU_TESS_BEGIN */
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void edgeFlag( GLboolean flag ); /* GLU_TESS_EDGE_FLAG */
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void vertex( void *data ); /* GLU_TESS_VERTEX */
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void end( void ); /* GLU_TESS_END */
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Any of the callbacks may be left undefined; if so, the corresponding
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information will not be supplied during rendering.
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The "begin" callback indicates the start of a primitive; type is one
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of GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, or GL_TRIANGLES (but see the
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notes on "boundary extraction" below).
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It is followed by any number of "vertex" callbacks, which supply the
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vertices in the same order as expected by the corresponding glBegin()
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call. After the last vertex of a given primitive, there is a callback
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to "end".
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If the "edgeFlag" callback is provided, no triangle fans or strips
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will be used. When edgeFlag is called, if "flag" is GL_TRUE then each
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vertex which follows begins an edge which lies on the polygon boundary
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(ie. an edge which separates an interior region from an exterior one).
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If "flag" is GL_FALSE, each vertex which follows begins an edge which lies
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in the polygon interior. "edgeFlag" will be called before the first
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call to "vertex".
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Other Callbacks
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---------------
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void mesh( GLUmesh *mesh ); /* GLU_TESS_MESH */
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- Returns an explicit mesh, represented using the quad-edge structure
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(Guibas/Stolfi '85). Other implementations of this interface might
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use a different mesh structure, so this is available only only as an
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SGI extension. When the mesh is no longer needed, it should be freed
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using
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void gluDeleteMesh( GLUmesh *mesh );
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There is a brief description of this data structure in the include
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file "mesh.h". For the full details, see L. Guibas and J. Stolfi,
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Primitives for the manipulation of general subdivisions and the
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computation of Voronoi diagrams, ACM Transactions on Graphics,
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4(2):74-123, April 1985. For an introduction, see the course notes
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for CS348a, "Mathematical Foundations of Computer Graphics",
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available at the Stanford bookstore (and taught during the fall
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quarter).
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void error( GLenum errno ); /* GLU_TESS_ERROR */
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- errno is one of GLU_TESS_MISSING_BEGIN_POLYGON,
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GLU_TESS_MISSING_END_POLYGON,
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GLU_TESS_MISSING_BEGIN_CONTOUR,
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GLU_TESS_MISSING_END_CONTOUR,
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GLU_TESS_COORD_TOO_LARGE,
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GLU_TESS_NEED_COMBINE_CALLBACK
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The first four are obvious. The interface recovers from these
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errors by inserting the missing call(s).
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GLU_TESS_COORD_TOO_LARGE says that some vertex coordinate exceeded
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the predefined constant GLU_TESS_MAX_COORD in absolute value, and
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that the value has been clamped. (Coordinate values must be small
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enough so that two can be multiplied together without overflow.)
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GLU_TESS_NEED_COMBINE_CALLBACK says that the algorithm detected an
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intersection between two edges in the input data, and the "combine"
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callback (below) was not provided. No output will be generated.
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void combine( GLUcoord coords[3], void *data[4], /* GLU_TESS_COMBINE */
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GLUcoord weight[4], void **outData );
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- When the algorithm detects an intersection, or wishes to merge
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features, it needs to create a new vertex. The vertex is defined
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as a linear combination of up to 4 existing vertices, referenced
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by data[0..3]. The coefficients of the linear combination are
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given by weight[0..3]; these weights always sum to 1.0. All vertex
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pointers are valid even when some of the weights are zero.
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"coords" gives the location of the new vertex.
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The user must allocate another vertex, interpolate parameters
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using "data" and "weights", and return the new vertex pointer in
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"outData". This handle is supplied during rendering callbacks.
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For example, if the polygon lies in an arbitrary plane in 3-space,
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and we associate a color with each vertex, the combine callback might
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look like this:
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void myCombine( GLUcoord coords[3], VERTEX *d[4],
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GLUcoord w[4], VERTEX **dataOut )
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{
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VERTEX *new = new_vertex();
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new->x = coords[0];
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new->y = coords[1];
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new->z = coords[2];
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new->r = w[0]*d[0]->r + w[1]*d[1]->r + w[2]*d[2]->r + w[3]*d[3]->r;
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new->g = w[0]*d[0]->g + w[1]*d[1]->g + w[2]*d[2]->g + w[3]*d[3]->g;
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new->b = w[0]*d[0]->b + w[1]*d[1]->b + w[2]*d[2]->b + w[3]*d[3]->b;
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new->a = w[0]*d[0]->a + w[1]*d[1]->a + w[2]*d[2]->a + w[3]*d[3]->a;
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*dataOut = new;
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}
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If the algorithm detects an intersection, then the "combine" callback
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must be defined, and must write a non-NULL pointer into "dataOut".
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Otherwise the GLU_TESS_NEED_COMBINE_CALLBACK error occurs, and no
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output is generated. This is the only error that can occur during
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tesselation and rendering.
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Control over Tesselation
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------------------------
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void gluTessProperty( GLUtesselator *tess, GLenum which, GLUcoord value );
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Properties defined:
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- GLU_TESS_WINDING_RULE. Possible values:
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GLU_TESS_WINDING_ODD
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GLU_TESS_WINDING_NONZERO
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GLU_TESS_WINDING_POSITIVE
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GLU_TESS_WINDING_NEGATIVE
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GLU_TESS_WINDING_ABS_GEQ_TWO
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The input contours parition the plane into regions. A winding
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rule determines which of these regions are inside the polygon.
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For a single contour C, the winding number of a point x is simply
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the signed number of revolutions we make around x as we travel
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once around C (where CCW is positive). When there are several
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contours, the individual winding numbers are summed. This
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procedure associates a signed integer value with each point x in
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the plane. Note that the winding number is the same for all
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points in a single region.
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The winding rule classifies a region as "inside" if its winding
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number belongs to the chosen category (odd, nonzero, positive,
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negative, or absolute value of at least two). The current GLU
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tesselator implements the "odd" rule. The "nonzero" rule is another
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common way to define the interior. The other three rules are
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useful for polygon CSG operations (see below).
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- GLU_TESS_BOUNDARY_ONLY. Values: TRUE (non-zero) or FALSE (zero).
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If TRUE, returns a set of closed contours which separate the
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polygon interior and exterior (rather than a tesselation).
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Exterior contours are oriented CCW with respect to the normal,
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interior contours are oriented CW. The GLU_TESS_BEGIN callback
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uses the type GL_LINE_LOOP for each contour.
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- GLU_TESS_TOLERANCE. Value: a real number between 0.0 and 1.0.
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This specifies a tolerance for merging features to reduce the size
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of the output. For example, two vertices which are very close to
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each other might be replaced by a single vertex. The tolerance
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is multiplied by the largest coordinate magnitude of any input vertex;
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this specifies the maximum distance that any feature can move as the
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result of a single merge operation. If a single feature takes part
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in several merge operations, the total distance moved could be larger.
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Feature merging is completely optional; the tolerance is only a hint.
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The implementation is free to merge in some cases and not in others,
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or to never merge features at all. The default tolerance is zero.
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The current implementation merges vertices only if they are exactly
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coincident, regardless of the current tolerance. A vertex is
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spliced into an edge only if the implementation is unable to
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distinguish which side of the edge the vertex lies on.
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Two edges are merged only when both endpoints are identical.
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void gluTessNormal( GLUtesselator *tess,
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GLUcoord x, GLUcoord y, GLUcoord z )
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- Lets the user supply the polygon normal, if known. All input data
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is projected into a plane perpendicular to the normal before
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tesselation. All output triangles are oriented CCW with
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respect to the normal (CW orientation can be obtained by
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reversing the sign of the supplied normal). For example, if
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you know that all polygons lie in the x-y plane, call
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"gluTessNormal(tess, 0.0, 0.0, 1.0)" before rendering any polygons.
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- If the supplied normal is (0,0,0) (the default value), the
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normal is determined as follows. The direction of the normal,
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up to its sign, is found by fitting a plane to the vertices,
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without regard to how the vertices are connected. It is
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expected that the input data lies approximately in plane;
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otherwise projection perpendicular to the computed normal may
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substantially change the geometry. The sign of the normal is
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chosen so that the sum of the signed areas of all input contours
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is non-negative (where a CCW contour has positive area).
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- The supplied normal persists until it is changed by another
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call to gluTessNormal.
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Backward compatibility with the GLU tesselator
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----------------------------------------------
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The preferred interface is the one described above. The following
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routines are obsolete, and are provided only for backward compatibility:
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typedef GLUtesselator GLUtriangulatorObj; /* obsolete name */
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void gluBeginPolygon( GLUtesselator *tess );
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void gluNextContour( GLUtesselator *tess, GLenum type );
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void gluEndPolygon( GLUtesselator *tess );
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"type" is one of GLU_EXTERIOR, GLU_INTERIOR, GLU_CCW, GLU_CW, or
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GLU_UNKNOWN. It is ignored by the current GLU tesselator.
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GLU_BEGIN, GLU_VERTEX, GLU_END, GLU_ERROR, and GLU_EDGE_FLAG are defined
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as synonyms for GLU_TESS_BEGIN, GLU_TESS_VERTEX, GLU_TESS_END,
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GLU_TESS_ERROR, and GLU_TESS_EDGE_FLAG.
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Polygon CSG operations
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----------------------
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The features of the tesselator make it easy to find the union, difference,
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or intersection of several polygons.
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First, assume that each polygon is defined so that the winding number
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is 0 for each exterior region, and 1 for each interior region. Under
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this model, CCW contours define the outer boundary of the polygon, and
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CW contours define holes. Contours may be nested, but a nested
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contour must be oriented oppositely from the contour that contains it.
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If the original polygons do not satisfy this description, they can be
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converted to this form by first running the tesselator with the
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GLU_TESS_BOUNDARY_ONLY property turned on. This returns a list of
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contours satisfying the restriction above. By allocating two
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tesselator objects, the callbacks from one tesselator can be fed
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directly to the input of another.
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Given two or more polygons of the form above, CSG operations can be
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implemented as follows:
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Union
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Draw all the input contours as a single polygon. The winding number
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of each resulting region is the number of original polygons
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which cover it. The union can be extracted using the
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GLU_TESS_WINDING_NONZERO or GLU_TESS_WINDING_POSITIVE winding rules.
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Note that with the nonzero rule, we would get the same result if
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all contour orientations were reversed.
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Intersection (two polygons at a time only)
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Draw a single polygon using the contours from both input polygons.
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Extract the result using GLU_TESS_WINDING_ABS_GEQ_TWO. (Since this
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winding rule looks at the absolute value, reversing all contour
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orientations does not change the result.)
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Difference
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Suppose we want to compute A \ (B union C union D). Draw a single
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polygon consisting of the unmodified contours from A, followed by
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the contours of B,C,D with the vertex order reversed (this changes
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the winding number of the interior regions to -1). To extract the
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result, use the GLU_TESS_WINDING_POSITIVE rule.
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If B,C,D are the result of a GLU_TESS_BOUNDARY_ONLY call, an
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alternative to reversing the vertex order is to reverse the sign of
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the supplied normal. For example in the x-y plane, call
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gluTessNormal( tess, 0.0, 0.0, -1.0 ).
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Performance
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-----------
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The tesselator is not intended for immediate-mode rendering; when
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possible the output should be cached in a user structure or display
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list. General polygon tesselation is an inherently difficult problem,
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especially given the goal of extreme robustness.
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The implementation makes an effort to output a small number of fans
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and strips; this should improve the rendering performance when the
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output is used in a display list.
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Single-contour input polygons are first tested to see whether they can
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be rendered as a triangle fan with respect to the first vertex (to
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avoid running the full decomposition algorithm on convex polygons).
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Non-convex polygons may be rendered by this "fast path" as well, if
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the algorithm gets lucky in its choice of a starting vertex.
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For best performance follow these guidelines:
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- supply the polygon normal, if available, using gluTessNormal().
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This represents about 10% of the computation time. For example,
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if all polygons lie in the x-y plane, use gluTessNormal(tess,0,0,1).
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- render many polygons using the same tesselator object, rather than
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allocating a new tesselator for each one. (In a multi-threaded,
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multi-processor environment you may get better performance using
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several tesselators.)
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Comparison with the GLU tesselator
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----------------------------------
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On polygons which make it through the "fast path", the tesselator is
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3 to 5 times faster than the GLU tesselator.
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On polygons which don't make it through the fast path (but which don't
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have self-intersections or degeneracies), it is about 2 times slower.
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On polygons with self-intersections or degeneraces, there is nothing
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to compare against.
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The new tesselator generates many more fans and strips, reducing the
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number of vertices that need to be sent to the hardware.
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Key to the statistics:
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vert number of input vertices on all contours
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cntr number of input contours
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tri number of triangles in all output primitives
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strip number of triangle strips
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fan number of triangle fans
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ind number of independent triangles
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ms number of milliseconds for tesselation
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(on a 150MHz R4400 Indy)
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Convex polygon examples:
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New: 3 vert, 1 cntr, 1 tri, 0 strip, 0 fan, 1 ind, 0.0459 ms
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Old: 3 vert, 1 cntr, 1 tri, 0 strip, 0 fan, 1 ind, 0.149 ms
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New: 4 vert, 1 cntr, 2 tri, 0 strip, 1 fan, 0 ind, 0.0459 ms
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Old: 4 vert, 1 cntr, 2 tri, 0 strip, 0 fan, 2 ind, 0.161 ms
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New: 36 vert, 1 cntr, 34 tri, 0 strip, 1 fan, 0 ind, 0.153 ms
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Old: 36 vert, 1 cntr, 34 tri, 0 strip, 0 fan, 34 ind, 0.621 ms
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Concave single-contour polygons:
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New: 5 vert, 1 cntr, 3 tri, 0 strip, 1 fan, 0 ind, 0.052 ms
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Old: 5 vert, 1 cntr, 3 tri, 0 strip, 0 fan, 3 ind, 0.252 ms
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New: 19 vert, 1 cntr, 17 tri, 2 strip, 2 fan, 1 ind, 0.911 ms
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Old: 19 vert, 1 cntr, 17 tri, 0 strip, 0 fan, 17 ind, 0.529 ms
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New: 151 vert, 1 cntr, 149 tri, 13 strip, 18 fan, 3 ind, 6.82 ms
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Old: 151 vert, 1 cntr, 149 tri, 0 strip, 3 fan, 143 ind, 2.7 ms
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New: 574 vert, 1 cntr, 572 tri, 59 strip, 54 fan, 11 ind, 26.6 ms
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Old: 574 vert, 1 cntr, 572 tri, 0 strip, 31 fan, 499 ind, 12.4 ms
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Multiple contours, but no intersections:
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New: 7 vert, 2 cntr, 7 tri, 1 strip, 0 fan, 0 ind, 0.527 ms
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Old: 7 vert, 2 cntr, 7 tri, 0 strip, 0 fan, 7 ind, 0.274 ms
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New: 81 vert, 6 cntr, 89 tri, 9 strip, 7 fan, 6 ind, 3.88 ms
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Old: 81 vert, 6 cntr, 89 tri, 0 strip, 13 fan, 61 ind, 2.2 ms
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New: 391 vert, 19 cntr, 413 tri, 37 strip, 32 fan, 26 ind, 20.2 ms
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Old: 391 vert, 19 cntr, 413 tri, 0 strip, 25 fan, 363 ind, 8.68 ms
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Self-intersecting and degenerate examples:
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Bowtie: 4 vert, 1 cntr, 2 tri, 0 strip, 0 fan, 2 ind, 0.483 ms
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Star: 5 vert, 1 cntr, 5 tri, 0 strip, 0 fan, 5 ind, 0.91 ms
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Random: 24 vert, 7 cntr, 46 tri, 2 strip, 12 fan, 7 ind, 5.32 ms
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Font: 333 vert, 2 cntr, 331 tri, 32 strip, 16 fan, 3 ind, 14.1 ms
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: 167 vert, 35 cntr, 254 tri, 8 strip, 56 fan, 52 ind, 46.3 ms
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: 78 vert, 1 cntr, 2675 tri, 148 strip, 207 fan, 180 ind, 243 ms
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: 12480 vert, 2 cntr, 12478 tri, 736 strip,1275 fan, 5 ind, 1010 ms
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